Flicker Strike
Please make Flicker Strike primary target set to last hit target unless the last target died.
It's annoying that Flicker Strike hits a target once then flick away to hit other targets. After that I have to go back to finish the first target. This situation happens a lot against rare / unique monsters. Last edited by gla2gla2#5524 on Jun 21, 2019, 4:05:42 PM
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Is flicker strike consuming 2 charges to bypass cool down ?
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The mana cost is ridiculous. On a 6L, it costs 64 mana per attack! (Meanwhile, Cyclone costs 9, negatable by one crafted mod...) With a 770 mana pool, 0.23% mana leech AND a -9 mana cost crafted, it still isn't enough to sustain on single target. I'm already sacrificing two damage mods for mana leech, and it isn't enough.
I understand that there's mana leech rate on the tree--are you saying Flicker Strike isn't handicapped enough by needing Frenzy Charges AND its irregular motion, we also have to sacrifice tree nodes for mana sustain? I understand not wanting skill cost to be free, but it can at least be halved. Either that, or make other skills cost just as much. And before anyone says anything else, this is me fighting Uber Elder with Flicker Strike and having trouble with mana: https://youtu.be/YFuRrqQsJG0 just a scrub.
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I'd very much like to see Flicker Strike undergo the same treatment as Cyclone did in 3.7.
Make it a channeled skill. Reduce the Mana cost significantly (currently it has a high mana cost, a frenzy charge cost and a very high attack speed, which makes the skill costlier than other skills by a margin). Change it to consume a frenzy charge each second while channeling. This not only fixes the skill but also opens new possibilities with Cast while Channeling or using the passives for channeling skills. Thanks. |
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Flicker Strike fanatic for many many different leagues. I have been so far enjoying all the updates to flicker i just have one suggestion which might open up some possibilities for additional build/synergy. My idea is for either a threshold jewel to be added or for a change with the weapon requirements to allow this skill to be used while unarmed.
Would allow for builds utilizing Facebreakers or Doryani's Fist which haven't seen much usage recently. As others have mentioned it would be much appreciated to have flicker cost considerably less mana since it does have that huge cost of consuming frenzy charges just to bypass that long cooldown. Would be interested in something similar to cyclone where the % of base damage is lowered but the skill would get base physical damage. don't know if this would be good or not. I do know that for the concept of unarmed it would help unarmed builds more while also helping more build options that want to go full elemental instead of physical into elemental conversion. |
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I would really like to have an unarmed option for flicker. Recently with the release of one with nothing unarmed builds seemed to have gotten a big buff and it would be nice to see expanded skill options for this archetype.
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I really hope any staff members who is a fun of dragon ball sees this because it would allow for the "Super Saiyan" build a Flicker Punch that would make you fells like Goku or Vegeta xD
" Exactly why I came here for! How is it possible that if you are considered as dual-wielding you still can't use it... I mean I understand weapon specif skills, that require an axe or a sword or mace or a staff... but flicker only require a weapon and with hollow palm, you are dual wielding your fists as weapons. It's kind of a silly limitation to prevent flicker from being used unarmed... but is it really necessary? you can play frenzy instead to do the same DPS, you just can't have the same fun of flicker if you enjoy the skill...! I understand that you can not be considered as using weapons because otherwise, you could build crit with hollow palm technique and that would be broken, but why limiting flicker to a weapon when you could simply remove that line From: Teleports the character to a nearby monster and attacks with a melee weapon. To: Teleports the character to a nearby monster and attacks. It's not like ranged builds are going to start using flicker strike... the main point of those weapons, like the bow, is to keep your distance for safety, why would they ever want to use a skill that teleports them face to face with the enemy? so that they have to run away from them? Last edited by Grekey#6940 on Mar 25, 2020, 6:48:30 AM
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Does anyone use it without being able to generate frenzy charges? I wasn't here when the cooldown was added but If not then it isn't a travel skill really, so why have the cooldown when anyone that uses it only uses it to spam. Just remove the cooldown and be done with it. It is by far my favorite skill but the frenzy charge requirement is really limiting in build possibilities. What is the reason for having a cooldown on it anyway?
Removing the need to consume charges would make some interesting build setups we can't currently do. |
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Flicker strike should be a channeling skill.
It is a movement and attack skill. Cyclone got this treatment and is doing great. Let it consume charges as it gets stages that gives it a multistrike type effect by giving more attack speed and hits as charges build up. 10 like blade vortex maybe. Or better yet, let the frenzy charges become the stages as they are used. all with a very short timer like all other channeling skills for loosing stages. I am convinced that the actual problem is melee splash. I feel it is the main reason the skill can feel jarring. as a channeling skill, splash no longer works because channeling skills have the mechanic built into the skill itself. The only problem i see is abuse from unlimited frenzy charge generation + flicker teleport safety + cwc and spells. It makes sense since a speed charge is dumped into your attack.(see discharge) a lot of boom in those charges. Channeling would basically do what flicker does now when you hold the button down, but it should behave like other channeling skills during buildup while still pathfinding like arc. Letting the button go should make you attempt final teleport to mouse pointer location if in range. current build max block glad trying to use flicker as a clearing skill. It works and does plenty damage even to a boss but it does not play smoothly. Because of the way strike skill supports work now(multis&splash), you get a pretty jarring movement unless you have that corrupted paradoxica or 2as foil to invalidate movement speed. using cyclone now because it is fast enough and so much smoother. Honorable mention to chain hook. Unarmed flicker strike +1 what an amazing suggestion This skill really could use some of the same attention so many of the others received after melee revamp. Played many versions of flicker. It has always been amazing. not sure if i can say that at the moment. |
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gem is weak weak, please buff it.
is pretty fun gem anyways just not good damage wise. |
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